The mesh asset to draw.
The material describing how to shade the mesh.
Optional configuration for the renderer's settable fields.
Stable identity for this component, unique within a session. Auto-generated for runtime-created components; the editor overwrites it with a persistent id when projecting a saved document so references survive save / load / undo.
The owning GameObject; assigned by addComponent before onAttach runs.
Whether this mesh contributes to shadow map rendering.
Whether this mesh is rendered into ReflectionProbe 'scene'
captures. Set false to keep an object out of probe reflections — e.g. the
subject standing inside a probe that should reflect only its surroundings,
avoiding the object reflecting a copy of itself.
The engine bucketing no longer writes here — it uses an internal persistent buffer (_previousWorld) for the velocity pass. Field is preserved so external draw-list builders (e.g. samples that build their own DrawItems) keep compiling, but engine-driven code should rely on the per-frame bucketing instead.
Readonly_Current frame's world matrix. Filled in by Engine._bucketScene.
Readonly_Previous frame's world matrix, for velocity-pass motion blur. Equals _currentWorld on the first frame (zero velocity).
Readonly_Inverse-transpose of _currentWorld. Filled in by _bucketScene.
False until Engine._bucketScene has processed this renderer once.
Readonly_Pre-allocated DrawItem reused each frame. The Mat4 references are stable
(always point at the buffers above); only mesh/material are reassigned
on a swap.
Readonly_Pre-allocated shadow-caster item reused each frame.
The simulation clock of the scene this component belongs to. Read inside
update (or any time after the GameObject is added to a scene) for
absolute time, frame count, FPS, and timeScale-aware delta — e.g.
this.time.elapsed, this.time.delta, this.time.frameCount.
this.time.delta equals the dt argument passed to update, so
components can ignore that argument entirely and pull everything from here.
8-bit light-exclusion mask (deferred path). A deferred point / spot / area
light whose own excludeMask shares a bit with this is skipped for this
mesh — (mesh & light) != 0 → not lit by that light. 0 (default) = lit by
everything. Written into the G-buffer by the deferred GeometryPass; forward
paths ignore it. Lets a light illuminate the scene while sparing a chosen
object (e.g. a window "sun" that shouldn't blow out the window frame).
Called once when the component is added to a GameObject. Override to acquire references to siblings/children or initialize resources.
Called once when the component is removed from its GameObject. Override to release resources or unsubscribe from events.
Called every frame by the GameObject's update traversal.
Frame delta time in seconds.
Called every frame by the GameObject's render traversal, after update and any input/controller mutations to the transform. Override to refresh per-frame state that render passes consume (e.g. Camera recomputes its cached view/projection matrices here).
Active render context (provides canvas width/height etc.).
Component that draws a Mesh with a Material.
Discovered each frame by Scene.collectMeshRenderers and submitted by the world geometry pass (and the cascade/spot/point shadow passes when castShadow is true).
The fields prefixed
_are populated byEngine._bucketSceneeach frame. They're public-readonly so the engine can read them across the package boundary; outside code should treat them as opaque.